In Unity with Photon, wait for clients for an object before destroy it from master?












0















I am trying to make a multiplayer card game. I am facing some kind of race condition. When a user clicks on a card, it says to master that the card is played. And the master decides that the move is accurate and turn back to clients that a card is played throw it to the table. And also if there are 4 cards on the table decide the winner and destroy the cards that played.
This is my player object:



public class Player : MonoBehaviour, IOnEventCallback
{
List<int> cardsOnTheTable;

public void OnEvent(EventData photonEvent)
{
byte eventCode = photonEvent.Code;

if (eventCode == 0)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;

if (CheckTheMoveIsOK())
{
byte evCode = 1;
object content = new object { (int)data[0], (int)data[1] };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.All };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}
}
}
else if (eventCode == 1)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;
Card.Throw(fromPos, toPos);

if (PhotonNetwork.IsMasterClient)
{
cardsOnTheTable.Add((int)data[1]);

if (cardsOnTheTable.Count == 4)
{
RemoveCards();//With PhotonNetwork.Destroy
}
}
}
}
}
}


“Card” is a scene object that created from the master.



public class Card : MonoBehaviour
{
int CardId;

void OnMouseDown()
{
if (!photonView.IsMine)
{
return;
}

byte evCode = 0;
object content = new object { PhotonNetwork.LocalPlayer.ActorNumber, CardId };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.MasterClient };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}

public void Throw(Vector3 fromPos, Vector3 toPos)
{
//Move card
}
}


The question is, sometimes, for some of the clients “Throw” functions throws an error because in the master client the corresponding card was already destroyed. I think I need to wait for all clients to “Throw” their cards then remove them from the network. How can I do that?










share|improve this question























  • You should after if (PhotonNetwork.IsMasterClient) wait until all players have the animation finished e.g. by letting them respond with a simple message and on the server count those responses e.g. while(responses!= 4) wait before calling the destroy

    – derHugo
    Jan 2 at 9:37
















0















I am trying to make a multiplayer card game. I am facing some kind of race condition. When a user clicks on a card, it says to master that the card is played. And the master decides that the move is accurate and turn back to clients that a card is played throw it to the table. And also if there are 4 cards on the table decide the winner and destroy the cards that played.
This is my player object:



public class Player : MonoBehaviour, IOnEventCallback
{
List<int> cardsOnTheTable;

public void OnEvent(EventData photonEvent)
{
byte eventCode = photonEvent.Code;

if (eventCode == 0)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;

if (CheckTheMoveIsOK())
{
byte evCode = 1;
object content = new object { (int)data[0], (int)data[1] };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.All };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}
}
}
else if (eventCode == 1)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;
Card.Throw(fromPos, toPos);

if (PhotonNetwork.IsMasterClient)
{
cardsOnTheTable.Add((int)data[1]);

if (cardsOnTheTable.Count == 4)
{
RemoveCards();//With PhotonNetwork.Destroy
}
}
}
}
}
}


“Card” is a scene object that created from the master.



public class Card : MonoBehaviour
{
int CardId;

void OnMouseDown()
{
if (!photonView.IsMine)
{
return;
}

byte evCode = 0;
object content = new object { PhotonNetwork.LocalPlayer.ActorNumber, CardId };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.MasterClient };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}

public void Throw(Vector3 fromPos, Vector3 toPos)
{
//Move card
}
}


The question is, sometimes, for some of the clients “Throw” functions throws an error because in the master client the corresponding card was already destroyed. I think I need to wait for all clients to “Throw” their cards then remove them from the network. How can I do that?










share|improve this question























  • You should after if (PhotonNetwork.IsMasterClient) wait until all players have the animation finished e.g. by letting them respond with a simple message and on the server count those responses e.g. while(responses!= 4) wait before calling the destroy

    – derHugo
    Jan 2 at 9:37














0












0








0








I am trying to make a multiplayer card game. I am facing some kind of race condition. When a user clicks on a card, it says to master that the card is played. And the master decides that the move is accurate and turn back to clients that a card is played throw it to the table. And also if there are 4 cards on the table decide the winner and destroy the cards that played.
This is my player object:



public class Player : MonoBehaviour, IOnEventCallback
{
List<int> cardsOnTheTable;

public void OnEvent(EventData photonEvent)
{
byte eventCode = photonEvent.Code;

if (eventCode == 0)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;

if (CheckTheMoveIsOK())
{
byte evCode = 1;
object content = new object { (int)data[0], (int)data[1] };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.All };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}
}
}
else if (eventCode == 1)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;
Card.Throw(fromPos, toPos);

if (PhotonNetwork.IsMasterClient)
{
cardsOnTheTable.Add((int)data[1]);

if (cardsOnTheTable.Count == 4)
{
RemoveCards();//With PhotonNetwork.Destroy
}
}
}
}
}
}


“Card” is a scene object that created from the master.



public class Card : MonoBehaviour
{
int CardId;

void OnMouseDown()
{
if (!photonView.IsMine)
{
return;
}

byte evCode = 0;
object content = new object { PhotonNetwork.LocalPlayer.ActorNumber, CardId };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.MasterClient };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}

public void Throw(Vector3 fromPos, Vector3 toPos)
{
//Move card
}
}


The question is, sometimes, for some of the clients “Throw” functions throws an error because in the master client the corresponding card was already destroyed. I think I need to wait for all clients to “Throw” their cards then remove them from the network. How can I do that?










share|improve this question














I am trying to make a multiplayer card game. I am facing some kind of race condition. When a user clicks on a card, it says to master that the card is played. And the master decides that the move is accurate and turn back to clients that a card is played throw it to the table. And also if there are 4 cards on the table decide the winner and destroy the cards that played.
This is my player object:



public class Player : MonoBehaviour, IOnEventCallback
{
List<int> cardsOnTheTable;

public void OnEvent(EventData photonEvent)
{
byte eventCode = photonEvent.Code;

if (eventCode == 0)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;

if (CheckTheMoveIsOK())
{
byte evCode = 1;
object content = new object { (int)data[0], (int)data[1] };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.All };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}
}
}
else if (eventCode == 1)
{
if (photonView.IsMine)
{
object data = (object)photonEvent.CustomData;
Card.Throw(fromPos, toPos);

if (PhotonNetwork.IsMasterClient)
{
cardsOnTheTable.Add((int)data[1]);

if (cardsOnTheTable.Count == 4)
{
RemoveCards();//With PhotonNetwork.Destroy
}
}
}
}
}
}


“Card” is a scene object that created from the master.



public class Card : MonoBehaviour
{
int CardId;

void OnMouseDown()
{
if (!photonView.IsMine)
{
return;
}

byte evCode = 0;
object content = new object { PhotonNetwork.LocalPlayer.ActorNumber, CardId };
RaiseEventOptions raiseEventOptions = new RaiseEventOptions { Receivers = ReceiverGroup.MasterClient };
SendOptions sendOptions = new SendOptions { Reliability = true };
PhotonNetwork.RaiseEvent(evCode, content, raiseEventOptions, sendOptions);
}

public void Throw(Vector3 fromPos, Vector3 toPos)
{
//Move card
}
}


The question is, sometimes, for some of the clients “Throw” functions throws an error because in the master client the corresponding card was already destroyed. I think I need to wait for all clients to “Throw” their cards then remove them from the network. How can I do that?







c# unity3d photon






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asked Jan 2 at 8:45









ozturk.brkozturk.brk

84




84













  • You should after if (PhotonNetwork.IsMasterClient) wait until all players have the animation finished e.g. by letting them respond with a simple message and on the server count those responses e.g. while(responses!= 4) wait before calling the destroy

    – derHugo
    Jan 2 at 9:37



















  • You should after if (PhotonNetwork.IsMasterClient) wait until all players have the animation finished e.g. by letting them respond with a simple message and on the server count those responses e.g. while(responses!= 4) wait before calling the destroy

    – derHugo
    Jan 2 at 9:37

















You should after if (PhotonNetwork.IsMasterClient) wait until all players have the animation finished e.g. by letting them respond with a simple message and on the server count those responses e.g. while(responses!= 4) wait before calling the destroy

– derHugo
Jan 2 at 9:37





You should after if (PhotonNetwork.IsMasterClient) wait until all players have the animation finished e.g. by letting them respond with a simple message and on the server count those responses e.g. while(responses!= 4) wait before calling the destroy

– derHugo
Jan 2 at 9:37












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